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MCC Thread

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Posted: Fri Dec 06, 2013 12:50 pm     Super secret spam barrier
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Spirit, I'll delete the old versions now.

Just a word about the 3CB private server usage - Ivano with 'Ghosthawk Down' may need to take precedence over MCC/Alive testing, with last minute bug-fixing tonight/tomorrow ahead of Sunday's Op, if that's ok. Hopefully we can find time for all - it's a nice problem to have, eh?!


Posted: Fri Dec 06, 2013 1:05 pm     Super secret spam barrier
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Completely agree Apollo - suggest we keep the GhD on as default on the config and we can quickly #missions across to the Mcc template - test it's there and swap back

shouldn't take more than 10 mins

SJ


Posted: Fri Dec 06, 2013 1:11 pm     Super secret spam barrier
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The Board of 3CB is cautiously optimistic that the forward looking outlook for the private server workload commitment is biased towards growth, with a declining trend in down-time due to under-responsive market forces that were observed in the last quarter. Forecasts for Q4 indicate substantial additional content coming on stream as investment in development pays dividends, but PRIORITY should be given to imminent releases that will generate immediate customer satisfaction during the up-swing period.

It's not work...it's far more important than that. ;-)


Posted: Fri Dec 06, 2013 1:13 pm     Super secret spam barrier
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Thanks SJ.

I've edited the server.cfg mission template section on Private to organise it a bit better, hope it looks ok to the other admins?


Posted: Mon Dec 09, 2013 6:29 pm     Super secret spam barrier
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Shay loaded it to TS last night. I will upload now


Posted: Thu Dec 12, 2013 3:50 pm     Super secret spam barrier
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I haven't checked the file that Shay sent me yet, so can't comment on the uniforms... They should be identical to the Op uniforms so unless 1.08 has broken something they should work ok.


It's on the dedicated - But I was having massive Interwebs problems all this week with Virgin screwing up my connections.

Tanya tells me all is now fixed so I should be back up to speed for the weekend.

Markers off - yes it's a team skill we are trying to develop and yes it creates confusion, that's to a certain extend the point :) how we deal with that and our ability to Communicate is what differentiates us from a massive public bundle - I would expect this to be more chaotic on an MCC style op as it's much less structured - might have Recruits for instance acting as Hotel or SC.

Weapons, not sure till I can get on to check it - but assuming we have gotten rid of the 3D only scopes, should be fine for all.

Will do my best to test this weekend and come back to you. I'm keen to get it as accurate to our Unit's SOE as possible too.

SJ

p.s. with the SIGNIFICANT changes that I think are imminent e.g. mods and the Vanilla changes from 1.08; we ought to expect some changes or adjustments needed... that's part of the fun I think :-)


Posted: Thu Dec 12, 2013 9:43 pm     Super secret spam barrier
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1. Map markers for individual units off, but section markers on. Goodson was working on new labels, see him.

2. Character labels - we need them on. It's horrible looking at people in game and not knowing who they are (looking at the map everytime you turn to look at someone else is not viable alternative). Again, Goodson has made two lovely scripts which we use on the public and private servers that place labels on characters when within a certain distance. I can let you have them or you can see Jamie.

3. Units grouped in Sections. That is:
Alpha 1-1  Section Commander
Alpha 1-2  AT Rifleman
Alpha 1-3  Automatic Rifleman
Alpha 1-4  Sharpshooter
Alpha 2-1  Fire Team Leader
Alpha 2-2  Combat Medic
Alpha 2-3  Automatic Rifleman
Alpha 2-4  Sharpshooter
all in the same 'group'.

We use Shacktac HUD colours to split them up into two fire teams, but generally Alpha 1 and Alpha 2 should work together and stay in close contact, being led overall by Alpha 1-1.

4. Weapons used to be well defined on Arma 2, where we replicated the current loadouts of the marines,  L85's etc. Now in Arma 3 we haven't really nailed this down; are we trying to re-replicate current day equipment or what we might have in 2035? Personally I think we need to get together as a group and thrash out a standard loadout that we're all happy with. In the meantime Jame's preferences are probably as good as anyone's although hopefully modifying the MCC template at a later date won't be too much of a chore.

5. I know it's not currently on our official unit structure but we're starting to introduce the Manouevre Support Section (Fire Support Group in US terms?) into the Troop structure in Op's, so maybe you should allow for it in the MCC template.

A Company (Close Combat)
--- A Coy HQ (2 men)
--- 1 Troop
------ Hotel Section (Troop HQ - 3)
------ Alpha Section (Rifles - 8)
------ Bravo Section (Rifles - 8)
------ Charlie Section (Rifles - 8)
------ Delta Section (Manouevre Support - 5, incl GPMG, 51mm mortar and Long Range Rifle)
--- 2 Troop
------ as above
--- 3 Troop
------ as above

Commando Helicopter Force (CHF)
--- Foxtrot (number of pilots/co-pilots/gunners as required)


Posted: Fri Dec 13, 2013 9:39 pm     Super secret spam barrier
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Ok Tested and it runs lovely...

Good job !!!

SJ


Posted: Tue Jan 07, 2014 1:17 pm     Super secret spam barrier
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Had great fun on Spirit's MCC server last night.

But you reellie naed an Englishman to helpep with the grimor aand smellins. I'm offering. ;-)


Posted: Tue Jan 07, 2014 2:32 pm     Super secret spam barrier
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shay_gman wrote:
I'm sure my English is way better than your Hebrew. :) 


Of course, but you've released MCC in the English language, not in Hebrew!

It's not an attack on your ability to speak English, but a friendly offer from a native English speaker to help improve the readability of briefings. I don't want to waste time working on the text if you're happy with it as it is though.

Shalom.


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